UltraChess is a vintage chess game for the 8-bit MSX platform, running on the Z80. [flok] wondered just how capable the game really was, and set forth to test it against a variety of other chess engines.
Having been designed in the 1980s, UltraChess is far from up-to-date as far as the chess software world is concerned. By using the OpenMSX emulator to run the game, [flok] was able to implement scripts to read and write the gamestate in UltraChess, and make it compatible with the Universal Chess Interface. This would allow UltraChess to be played off against a variety of other chess engines to determine its approximate ELO rating.
The scripts worked well, and are available on Github for those who wish to tinker further. Unfortunately, [flok] has thus far been unable to determine a rating for UltraChess, as it has lost every single game it has played against other chess engines. This is unsurprising given the limited processing power available, but we’d love to see a tweaked and hotrodded Z80 chess program take on the same challenge. If you’ve done such a thing, let us know, or alternatively you might like to try playing like Harry Potter.
For those of us not old enough to remember, and also probably living in the States, there was a relatively obscure computer built by Microsoft in the early 80s that had the strong Commodore/Atari vibe of computers that were produced before PCs took over. It was known as the MSX and only saw limited release in the US, although was popular in Japan and elsewhere. If you happen to have one of these and you’d like to play some video games on it, though, there’s now a driver (of sorts) for SNES controllers.
While the usefulness of this hack for others may not help too many people, the simplicity of the project is elegant for such “ancient” technology. The project takes advantage of some quirks in BASIC for reading a touch-pad digitizer connected to the joystick port using the SPI protocol. This is similar enough to the protocol used by NES/SNES controllers that it’s about as plug-and-play as 80s and 90s hardware can get. From there, the old game pad can be used for anything that the MSX joystick could be used for.
We’ve seen a handful of projects involving the MSX, so while it’s not as popular as Apple or Commodore, it’s not entirely forgotten, either. In fact, this isn’t even the first time someone has retrofitted a newer gaming controller to an MSX: the Wii Nunchuck already works for these machines.
Old Mini and Mainframe computers often had huge banks of diagnostic lights to indicate the status of address, data and control buses or other functions. When the lights blinked, the computer was busy at work. When they stopped in a particular pattern, engineers could try and figure out what went wrong by decoding the status of the lights.
[Folkert van Heusden] has an old MSX-based Philips VG-8020 computer and decided to add his own set of BlinkenLights to his system. The VG-8020 was a first generation MSX released in 1983 and featured a Zilog Z80A microprocessor clocked at 3.56 MHz, 64KB of RAM, 16KB of VRAM, and two cartridge slots.
The cartridge slots of the MSX are connected to the address and data buses in addition to many of the control signals, so it seemed logical to tap in to those signals. Not wanting to play around with a whole bunch of transistors, he opted to use an Arduino Nano to connect to his computer and drive the LEDs. In hindsight, this seemed like a wise decision as it allowed him to do some processing on the incoming data before driving the LEDs.
Instead of creating a new PCB, he cut open one of his beloved game cartridges. A switch was added to the slot select control pin (SLTSL) and eight wires soldered directly to the data bus. These were hooked up as inputs to the Arduino. A bank of eight LEDs with limiting resistors were connected to outputs on the Arduino. A quick test confirmed it all worked, including the switch to enable / disable the cartridge. He had to experiment with the code a bit as the LEDs were initially blinking too fast.
A couple of months later, he upgraded his BlinkenLight display to include the 16 bit address, 8 bit data and 8 lines for control signals. To do this, he used two MCP23017 – I2C 16 input/output port expander chips. For the LEDs, he installed a bank of four NeoPixel LED bars. A Pro-Mini takes care of the processing, and a custom PCB in the cartridge format houses all of it neatly. Check out the two videos below showing the BlinkenLights in action.
And if these BlinkenLights got you interested, take a look at this awesome Z80 Computer With Switches And Blinkenlights that has a hand operated crank to advance clock cycles.
Continue reading “MSX With BlinkenLights”
For a computer that debuted in the early 80s the MSX was a very respectable machine. Of course these were the days that superimposing graphics over a video was an amazing feat, but [Danjovic] and [Igor] are still having fun with their boxen. They designed a software interface for the Wii Nunchuck (translation) on their trusty MSX computer.
The plug coming out the back of a standard Wiimote is just a simple I2C bus. Many things can be done with this port from plugging in ancient controllers to controlling robots. [Danjovic] and [Igor] managed to write a routine in Basic that converts the I2C data coming out of the Nunchuck to data the MSX can understand without any modification of the hardware whatsoever.
All the guys needed to plug the Nunchuck into the MSX was a voltage divider and a few pull-up resistors between the computer and controller. They got data from both buttons, the joystick and the accelerometer in the Nunchuck and made a small program to display some sprites on the screen to demonstrate this. Check that out after the break.
Continue reading “Wii Nunchuck On An 80s Computer”